Huge Dragon, Any Non-Good Alignment
Armor Class 19 (natural armor)
Hit Points 195 (17d12 + 85)
Speed 40 ft., Fly 80 ft., Burrow 40 ft.
STR
15 (+2)
DEX
14 (+2)
CON
21 (+5)
INT
18 (+4)
WIS
21 (+5)
CHA
17 (+3)
Saving Throws DEX +8, CON +11, INT +10, WIS +11, CHA +9
Skills Perception +11, Stealth +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Psychic.  The Psychic Dragon can intercept telepathic messages, including those sent by the Message spell.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) slashing damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Psychic Aura (Recharge 5–6). The dragon creates a psychic field in a 30 foot sphere for up to 3 rounds. Creatures of the dragon's choice take 2d6+10 psychic damage and must succeed a DC 15 wisdom saving throw or spend it's entire next turn doing one of the following: attack the nearest creature, run away from the dragon, or drop their weapons. Additionally, attacks against the dragon have disadvantage and telepathic spells have no effect. A creature must repeat the saving throw at the beginning of each of it's turns.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

Psychic dragons dwell in forests or high mountain peaks. A psychic dragon's lair is a grotto or cloud-covered peak, always with a few glistening pools where the dragon can see it's reflection. The lair is littered with the bones of previous victims and prisoners gone mad. 

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
  • A cloud of psychic energy radiates from a point of the dragons choosing, causing all creatures within 15 feet of it to make a DC 13 wisdom save. On a failed save, the creature perceives everything as hilariously funny and in under the effect if a spell similar to Tasha's Hideous Laughter.
  • Trees and other plant life in the area are bent into menacing shapes. A creature who can see one such plant must succeed on a DC 14 wisdom save or be frightened of that point for 1 minute or until they pass the save.

Regional Effects

The region containing a legendary psychic dragon's lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the land is covered in a mystic fog.
  • Trees and plant life turn the nearby forests into mazes, causing creatures passing through to make a DC 13 intelligence save to get through the forest.
  • Fog lightly obscures the land within 6 miles of the lair.

If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days.

Habitat: ForestMountain

ArcenWolf

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